Darth Ikoral has established a stronghold after 70 years in exile comprised of pure-blood Sith. He has come to believe that anyone that is not pure-blood is not worthy and is moving against the Empire and Republic. You are tasked with taking the fight to him and neutralizing the threat before Ikoral can wreak havoc in the galaxy.

This fight is a standard tank-and-spank fight. Kherus does not do much damage, although he does randomly jump between targets at times before jumping back to the tank. He also has a few special abilities your team needs to be aware of. Periodically , he will jump to the hostages in the center and force choke one, performing an ability called Soul Siphon. This needs to be interrupted by a knockback such as an Inquisitor's Overload. Once interrupted, or once he finishes channeling, Kherus will jump to either side of the hall in which you are fighting. He will begin to launch crates and random debris at targets in your party. These can hit for a substantial amount of damage. If your healer can heal through it comfortably then proceed to charge Kherus and DPS him while he is doing this. If, on the other hand, you have a lower-level healer who is having trouble, your whole party should retreat to the initial hall from which the fight begins and use line of sight (LoS) to keep Kherus from throwing objects. After a time he will re-engage your party of his own accord.

This fight is simple as long as you are aware of the boss and your surroundings. Upon finding the boss you will notice that he is flanked on either side by 3 pylons (6 total). One side is all red and the other all blue, these pylons will be key during the fight. The droid has two major abilities Blue/Red Charge, and a Concussion Blast. The Concussion Blast is your standard knockback with a slow effect, your tank can avoid being affected by this by tanking at either of the center pylons with his back to the column behind him. He will get knocked back only a few feet and be able to continue.

The main mechanic your party needs to be aware of in this encounter is the droid's Blue/Red Charge. If you watch its blasters during the fight (or cast bar) you will see that it is charging either red or blue. Whichever color it is charging your team MUST change the pylons to the other color. This is imperative because a fully charged (i.e. all six pylons the color it is charging) shot will most likely one-shot your tank. As long as your team is on top of this, the fight is actually quite simple.

One tactic that works nicely is to divide your party into locations. For instance, one person takes top right, one top left, etc. that way each person is responsible for one pylon and two people share the responsibility for the center.

The final encounter in the Red Reaper flashpoint is the fight agaisnt Darth Ikoral. When the fight begins, it is a standard tank-and-spank. Ikoral will attack with his saber and periodically cast Crushing Darkness on random members in the party, which will do damage then place a damage over time effect on the target. After dealing enough damage, Ikoral will perform a knockback (the tank should pull him up towards the stairs to avoid party members falling to their deaths from knockback) and shield himself. Once shielded he calls two Sith apprentices out and begins channeling Chain Lightning on a random party member. Your party needs to group together and run at one of the apprentices and interrupt their spell casting. Once interrupted, the apprentice's shield will drop and Ikoral's lightning will kill the apprentice. Repeat this once more and Ikoral's shield will drop as well.

After this the fight continues like normal until Ikoral begins channeling his knowledge. This takes approximately 10 seconds and cannot be interrupted. Your party should focus on doing as much damage as possible in this phase. Once he is done channeling, Ikoral will be slightly more powerful and his agro table will be a little bit more sensitive. Your tank should save taunts for this phase in order to grab threat back and keep Ikoral's attention.

Both the shielding and channeling will repeat at least once more and then the fight will be over.